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International Journal of Academic Research in Business and Social Sciences

Open Access Journal

ISSN: 2222-6990

The Level of Digital Games Usage among of Practicum Student during Teaching Practice

Nasir Masran, Siti Zainab Ayob

http://dx.doi.org/10.6007/IJARBSS/v10-i7/7615

Open access

The objective of this research is to find out the digital technology competency and usage of digital games in lessons for disabilities students among special education trainee teachers. The lessons were conducted by special education trainees during their teaching practice. This study utilized quantitative and qualitative methods and data was gathered through questionnaire, observation survey, document analysis and interviews. The study involved 11 teaching Special Education trainees doing teaching practice in the states of Perak and Selangor and their guidance teachers. The quantitative data were analyzed by descriptive analysis using the Statistical Package for the Social Sciences while the interviews were transcribed. The result of this study shows that the frequency of digital games usage was at a moderate level with an overall mean value of 3.09 and standard deviation of 0.80. This result was supported by observational survey data that shows that the use of digital games is at a moderate level too. The item with the highest value was the usage of laptop / LCD / projector at 3.91. While the items with the lowest mean value were items using online quizzes, 'arcade games', 'puzzle games', 'management games', 'adventure games', and 'role playing games' with a mean of 2.00 and standard deviation of 1.01 This findings was supported by the findings of the observational survey which is also at a moderate level with a mean of 3.09 and a standard deviation of 0.801. Therefore, this study identifies the level of usage of digital games by special education trainee students during their teaching practice sessions. It was suggested that the trainee teachers should be encourage to use digital games more frequently during their teaching practice.

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In-Text Citation: (Masran & Ayob, 2020)
To Cite this Article: Masran, M. N., & Ayob, S. Z. (2020). The Level of Digital Games Usage among of Practicum Student during Teaching Practice. International Journal of Academic Research in Business and Social Sciences, 10(7), 845–851.